/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2016 Photon Storm Ltd.
 * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
 */

/**
 * A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.
 * The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
 *
 * @class Phaser.Camera
 * @constructor
 * @param {Phaser.Game} game - Game reference to the currently running game.
 * @param {number} id - Not being used at the moment, will be when Phaser supports multiple camera
 * @param {number} x - Position of the camera on the X axis
 * @param {number} y - Position of the camera on the Y axis
 * @param {number} width - The width of the view rectangle
 * @param {number} height - The height of the view rectangle
 */
Phaser.Camera = function (game, id, x, y, width, height)
{
    /**
     * @property {Phaser.Game} game - A reference to the currently running Game.
     */
    this.game = game;

    /**
     * @property {Phaser.World} world - A reference to the game world.
     */
    this.world = game.world;

    /**
     * @property {number} id - Reserved for future multiple camera set-ups.
     * @default
     */
    this.id = 0;

    /**
     * Camera view.
     * The view into the world we wish to render (by default the game dimensions).
     * The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
     * Sprites outside of this view are not rendered if Sprite.autoCull is set to `true`. Otherwise they are always rendered.
     * @property {Phaser.Rectangle} view
     */
    this.view = new Phaser.Rectangle(x, y, width, height);

    /**
     * The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World.
     * The Rectangle can be located anywhere in the world and updated as often as you like. If you don't wish the Camera to be bound
     * at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the top-left of the world.
     *
     * @property {Phaser.Rectangle} bounds - The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.
     */
    this.bounds = new Phaser.Rectangle(x, y, width, height);

    /**
     * @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause the camera to move.
     */
    this.deadzone = null;

    /**
     * @property {boolean} visible - Whether this camera is visible or not.
     * @default
     */
    this.visible = true;

    /**
     * @property {boolean} roundPx - If a Camera has roundPx set to `true` it will call `view.floor` as part of its update loop, keeping its boundary to integer values. Set this to `false` to disable this from happening.
     * @default
     */
    this.roundPx = true;

    /**
     * @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
     */
    this.atLimit = { x: false, y: false };

    /**
     * @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
     * @default
     */
    this.target = null;

    /**
     * @property {PIXI.DisplayObject} displayObject - The display object to which all game objects are added. Set by World.boot.
     */
    this.displayObject = null;

    /**
     * @property {Phaser.Point} scale - The scale of the display object to which all game objects are added. Set by World.boot.
     */
    this.scale = null;

    /**
     * @property {number} totalInView - The total number of Sprites with `autoCull` set to `true` that are visible by this Camera.
     * @readonly
     */
    this.totalInView = 0;

    /**
     * The linear interpolation value to use when following a target.
     * The default values of 1 means the camera will instantly snap to the target coordinates.
     * A lower value, such as 0.1 means the camera will more slowly track the target, giving
     * a smooth transition. You can set the horizontal and vertical values independently, and also
     * adjust this value in real-time during your game.
     * @property {Phaser.Point} lerp
     * @default
     */
    this.lerp = new Phaser.Point(1, 1);

    /**
     * @property {Phaser.Signal} onShakeComplete - This signal is dispatched when the camera shake effect completes.
     */
    this.onShakeComplete = new Phaser.Signal();

    /**
     * @property {Phaser.Signal} onFlashComplete - This signal is dispatched when the camera flash effect completes.
     */
    this.onFlashComplete = new Phaser.Signal();

    /**
     * This signal is dispatched when the camera fade effect (fade in or fade out) completes.
     * You can look at the value of `Camera.fx.alpha` to determine which effect it was.
     * When the fade out effect completes `Camera.fx.alpha` is 1 and you will be left with the screen black (or whatever
     * color you faded to). In order to reset this call `Camera.resetFX`. `Camera.resetFX` is called automatically when you change State.
     * When the fade in effect completes, `Camera.fx.alpha` is 0 and there is no visible camera fill.
     * @property {Phaser.Signal} onFadeComplete
     */
    this.onFadeComplete = new Phaser.Signal();

    /**
     * The Graphics object used to handle camera fx such as fade and flash.
     * @property {Phaser.Graphics} fx
     * @protected
     */
    this.fx = null;

    /**
     * @property {Phaser.Point} _targetPosition - Internal point used to calculate target position.
     * @private
     */
    this._targetPosition = new Phaser.Point();

    /**
     * @property {number} edge - Edge property.
     * @private
     * @default
     */
    this._edge = 0;

    /**
     * @property {Phaser.Point} position - Current position of the camera in world.
     * @private
     * @default
     */
    this._position = new Phaser.Point();

    /**
     * @property {Object} _shake - The shake effect container.
     * @private
     */
    this._shake = {
        intensity: 0,
        duration: 0,
        horizontal: false,
        vertical: false,
        shakeBounds: true,
        x: 0,
        y: 0
    };

    /**
     * @property {number} _fxDuration - FX duration timer.
     * @private
     */
    this._fxDuration = 0;

    /**
     * @property {number} _fxType - The FX type running.
     * @private
     */
    this._fxType = 0;

    /**
     * @property {Phaser.Rectangle}
     * @private
     */
    this._fixedView = new Phaser.Rectangle();
};

/**
 * A follow style that uses no deadzone.
 *
 * @constant
 * @type {number}
 */
Phaser.Camera.FOLLOW_LOCKON = 0;

/**
 * A follow style that uses a tall, narrow deadzone (0.33 x 0.125) with a center slightly above the view center.
 *
 * @constant
 * @type {number}
 */
Phaser.Camera.FOLLOW_PLATFORMER = 1;

/**
 * A follow style that uses a square deadzone (0.25 of the larger view edge).
 *
 * @constant
 * @type {number}
 */
Phaser.Camera.FOLLOW_TOPDOWN = 2;

/**
 * A follow style that uses a small square deadzone (0.125 of the larger view edge).
 *
 * @constant
 * @type {number}
 */
Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;

/**
 * @constant
 * @type {number}
 */
Phaser.Camera.SHAKE_BOTH = 4;

/**
 * @constant
 * @type {number}
 */
Phaser.Camera.SHAKE_HORIZONTAL = 5;

/**
 * @constant
 * @type {number}
 */
Phaser.Camera.SHAKE_VERTICAL = 6;

/**
 * @constant
 * @type {boolean}
 */
Phaser.Camera.ENABLE_FX = true;

/**
 * @constant
 * @type {number}
 */
Phaser.Camera.FLASH = 0;

/**
 * @constant
 * @type {number}
 */
Phaser.Camera.FADE_OUT = 1;

/**
 * @constant
 * @type {number}
 */
Phaser.Camera.FADE_IN = 2;

Phaser.Camera.prototype = {

    /**
     * Called automatically by Phaser.World.
     *
     * @method Phaser.Camera#boot
     * @private
     */
    boot: function ()
    {
        this.displayObject = this.game.world;

        this.scale = this.game.world.scale;

        this.game.camera = this;

        if (Phaser.Graphics && Phaser.Camera.ENABLE_FX)
        {
            this.fx = new Phaser.Graphics(this.game);

            this.game.stage.addChild(this.fx);
        }
    },

    /**
     * Camera preUpdate. Sets the total view counter to zero.
     *
     * @method Phaser.Camera#preUpdate
     */
    preUpdate: function ()
    {
        this.totalInView = 0;
    },

    /**
     * Tell the camera which sprite to follow.
     *
     * You can set the follow type and a linear interpolation value.
     * Use low lerp values (such as 0.1) to automatically smooth the camera motion.
     *
     * If you find you're getting a slight "jitter" effect when following a Sprite it's probably to do with sub-pixel rendering of the Sprite position.
     * This can be disabled by setting `game.renderer.renderSession.roundPixels = true` to force full pixel rendering.
     *
     * @method Phaser.Camera#follow
     * @param {Phaser.Sprite|Phaser.Image|Phaser.Text} target - The object you want the camera to track. Set to null to not follow anything.
     * @param {number} [style] - Leverage one of the existing {@link deadzone} presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
     * @param {float} [lerpX=1] - A value between 0 and 1. This value specifies the amount of linear interpolation to use when horizontally tracking the target. The closer the value to 1, the faster the camera will track.
     * @param {float} [lerpY=1] - A value between 0 and 1. This value specifies the amount of linear interpolation to use when vertically tracking the target. The closer the value to 1, the faster the camera will track.
     */
    follow: function (target, style, lerpX, lerpY)
    {
        if (style === undefined) { style = Phaser.Camera.FOLLOW_LOCKON; }
        if (lerpX === undefined) { lerpX = 1; }
        if (lerpY === undefined) { lerpY = 1; }

        this.target = target;
        this.lerp.set(lerpX, lerpY);

        var helper;

        switch (style)
        {
            case Phaser.Camera.FOLLOW_PLATFORMER:
                var w = this.width / 8;
                var h = this.height / 3;
                this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);
                break;

            case Phaser.Camera.FOLLOW_TOPDOWN:
                helper = Math.max(this.width, this.height) / 4;
                this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
                break;

            case Phaser.Camera.FOLLOW_TOPDOWN_TIGHT:
                helper = Math.max(this.width, this.height) / 8;
                this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
                break;

            case Phaser.Camera.FOLLOW_LOCKON:
                this.deadzone = null;
                break;

            default:
                this.deadzone = null;
                break;
        }
    },

    /**
     * Sets the Camera follow target to null, stopping it from following an object if it's doing so.
     *
     * @method Phaser.Camera#unfollow
     */
    unfollow: function ()
    {
        this.target = null;
    },

    /**
     * Move the camera focus on a display object instantly.
     * @method Phaser.Camera#focusOn
     * @param {any} displayObject - The display object to focus the camera on. Must have visible x/y properties.
     */
    focusOn: function (displayObject)
    {
        this.setPosition(Math.round(displayObject.x - this.view.halfWidth), Math.round(displayObject.y - this.view.halfHeight));
    },

    /**
     * Move the camera focus on a location instantly.
     * @method Phaser.Camera#focusOnXY
     * @param {number} x - X position.
     * @param {number} y - Y position.
     */
    focusOnXY: function (x, y)
    {
        this.setPosition(Math.round(x - this.view.halfWidth), Math.round(y - this.view.halfHeight));
    },

    /**
     * This creates a camera shake effect. It works by applying a random amount of additional
     * spacing on the x and y axis each frame. You can control the intensity and duration
     * of the effect, and if it should effect both axis or just one.
     *
     * When the shake effect ends the signal Camera.onShakeComplete is dispatched.
     *
     * @method Phaser.Camera#shake
     * @param {float} [intensity=0.05] - The intensity of the camera shake. Given as a percentage of the camera size representing the maximum distance that the camera can move while shaking.
     * @param {number} [duration=500] - The duration of the shake effect in milliseconds.
     * @param {boolean} [force=true] - If a camera shake effect is already running and force is true it will replace the previous effect, resetting the duration.
     * @param {number} [direction=Phaser.Camera.SHAKE_BOTH] - The directions in which the camera can shake. Either Phaser.Camera.SHAKE_BOTH, Phaser.Camera.SHAKE_HORIZONTAL or Phaser.Camera.SHAKE_VERTICAL.
     * @param {boolean} [shakeBounds=true] - Is the effect allowed to shake the camera beyond its bounds (if set?).
     * @return {boolean} True if the shake effect was started, otherwise false.
     */
    shake: function (intensity, duration, force, direction, shakeBounds)
    {
        if (intensity === undefined) { intensity = 0.05; }
        if (duration === undefined) { duration = 500; }
        if (force === undefined) { force = true; }
        if (direction === undefined) { direction = Phaser.Camera.SHAKE_BOTH; }
        if (shakeBounds === undefined) { shakeBounds = true; }

        if (!force && this._shake.duration > 0)
        {
            //  Can't reset an already running shake
            return false;
        }

        this._shake.intensity = intensity;
        this._shake.duration = duration;
        this._shake.shakeBounds = shakeBounds;

        this._shake.x = 0;
        this._shake.y = 0;

        this._shake.horizontal = (direction === Phaser.Camera.SHAKE_BOTH || direction === Phaser.Camera.SHAKE_HORIZONTAL);
        this._shake.vertical = (direction === Phaser.Camera.SHAKE_BOTH || direction === Phaser.Camera.SHAKE_VERTICAL);

        return true;
    },

    /**
     * This creates a camera flash effect. It works by filling the game with the solid fill
     * color specified, and then fading it away to alpha 0 over the duration given.
     *
     * You can use this for things such as hit feedback effects.
     *
     * When the effect ends the signal Camera.onFlashComplete is dispatched.
     *
     * @method Phaser.Camera#flash
     * @param {numer} [color=0xffffff] - The color of the flash effect. I.e. 0xffffff for white, 0xff0000 for red, etc.
     * @param {number} [duration=500] - The duration of the flash effect in milliseconds.
     * @param {boolean} [force=false] - If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.
     * @param {numer} [alpha=1] - The alpha value of the color applied to the flash effect.
     * @return {boolean} True if the effect was started, otherwise false.
     */
    flash: function (color, duration, force, alpha)
    {
        if (color === undefined) { color = 0xffffff; }
        if (duration === undefined) { duration = 500; }
        if (force === undefined) { force = false; }
        if (alpha === undefined) { alpha = 1; }

        if (!this.fx || (!force && this._fxDuration > 0))
        {
            return false;
        }

        this.fx.clear();

        this.fx.beginFill(color, alpha);
        this.fx.drawRect(0, 0, this.width, this.height);
        this.fx.endFill();

        this.fx.alpha = 1;

        this._fxDuration = duration;
        this._fxType = 0;

        return true;
    },

    /**
     * This creates a camera fade out effect. It works by filling the game with the
     * color specified, over the duration given, ending with a solid fill.
     *
     * You can use this for things such as transitioning to a new scene.
     *
     * The game will be left 'filled' at the end of this effect, likely obscuring
     * everything. In order to reset it you can call `Camera.resetFX` and it will clear the
     * fade. Or you can call `Camera.flash` with the same color as the fade, and it will
     * reverse the process, bringing the game back into view again.
     *
     * When the effect ends the signal Camera.onFadeComplete is dispatched.
     *
     * @method Phaser.Camera#fade
     * @param {numer} [color=0x000000] - The color the game will fade to. I.e. 0x000000 for black, 0xff0000 for red, etc.
     * @param {number} [duration=500] - The duration of the fade in milliseconds.
     * @param {boolean} [force=false] - If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.
     * @param {number} [alpha=1] - The alpha value of the color applied to the fade effect.
     * @return {boolean} True if the effect was started, otherwise false.
     */
    fade: function (color, duration, force, alpha)
    {
        return this.fadeEffect(color, duration, force, alpha, Phaser.Camera.FADE_OUT);
    },

    /**
     * This creates a camera fade in effect.
     * It fills the game with a solid color and then removes it over the duration given.
     *
     * When the effect ends the signal Camera.onFadeComplete is dispatched.
     *
     * @method Phaser.Camera#fadeIn
     * @param {numer} [color=0x000000] - The color the game will fade from. I.e. 0x000000 for black, 0xff0000 for red, etc.
     * @param {number} [duration=500] - The duration of the fade in milliseconds.
     * @param {boolean} [force=false] - If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.
     * @param {number} [alpha=1] - The alpha value of the color applied to the fade effect.
     * @return {boolean} True if the effect was started, otherwise false.
     */
    fadeIn: function (color, duration, force, alpha)
    {
        return this.fadeEffect(color, duration, force, alpha, Phaser.Camera.FADE_IN);
    },

    /**
     * Fade helper.
     *
     * @method Phaser.Camera#fadeEffect
     * @private
     * @param {numer} [color=0x000000] - The color the game will fade from. I.e. 0x000000 for black, 0xff0000 for red, etc.
     * @param {number} [duration=500] - The duration of the fade in milliseconds.
     * @param {boolean} [force=false] - If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.
     * @param {number} [alpha=1] - The alpha value of the color applied to the fade effect.
     * @param {number} [type=Phaser.Camera.FADE_OUT] - The fade type. FADE_IN or FADE_OUT.
     * @return {boolean} True if the effect was started, otherwise false.
     */
    fadeEffect: function (color, duration, force, alpha, type)
    {
        if (color === undefined) { color = 0x000000; }
        if (duration === undefined) { duration = 500; }
        if (force === undefined) { force = false; }
        if (alpha === undefined) { alpha = 1; }

        if (!this.fx || (!force && this._fxDuration > 0))
        {
            return false;
        }

        this.fx.clear();

        this.fx.beginFill(color, alpha);
        this.fx.drawRect(0, 0, this.width, this.height);
        this.fx.endFill();

        if (type < 1 || type > 2) { throw new Error('Wrong `type` argument'); }

        this.fx.alpha = (type === Phaser.Camera.FADE_IN) ? 1 : 0;

        this._fxDuration = duration;
        this._fxType = type;

        return true;
    },

    /**
     * The camera update loop. This is called automatically by the core game loop.
     *
     * @method Phaser.Camera#update
     * @protected
     */
    update: function ()
    {
        if (this._fxDuration > 0)
        {
            this.updateFX();
        }

        if (this._shake.duration > 0)
        {
            this.updateShake();
        }

        if (this.bounds)
        {
            this.checkBounds();
        }

        if (this.roundPx)
        {
            this.view.floor();
            this._shake.x = Math.floor(this._shake.x);
            this._shake.y = Math.floor(this._shake.y);
        }

        this.displayObject.position.x = -this.view.x;
        this.displayObject.position.y = -this.view.y;
    },

    /**
     * Update the camera flash and fade effects.
     *
     * @method Phaser.Camera#updateFX
     * @private
     */
    updateFX: function ()
    {
        if (this._fxType === Phaser.Camera.FLASH)
        {
            //  flash
            this.fx.alpha -= this.game.time.elapsedMS / this._fxDuration;

            if (this.fx.alpha <= 0)
            {
                this._fxDuration = 0;
                this.fx.alpha = 0;
                this.onFlashComplete.dispatch();
            }
        }
        else if (this._fxType === Phaser.Camera.FADE_IN)
        {
            //  fade in
            this.fx.alpha -= this.game.time.elapsedMS / this._fxDuration;

            if (this.fx.alpha <= 0)
            {
                this._fxDuration = 0;
                this.fx.alpha = 0;
                this.onFadeComplete.dispatch();
            }
        }
        else
        {
            //  fade out
            this.fx.alpha += this.game.time.elapsedMS / this._fxDuration;

            if (this.fx.alpha >= 1)
            {
                this._fxDuration = 0;
                this.fx.alpha = 1;
                this.onFadeComplete.dispatch();
            }
        }
    },

    /**
     * Update the camera shake effect.
     *
     * @method Phaser.Camera#updateShake
     * @private
     */
    updateShake: function ()
    {
        this._shake.duration -= this.game.time.elapsedMS;

        if (this._shake.duration <= 0)
        {
            this.onShakeComplete.dispatch();
            this._shake.x = 0;
            this._shake.y = 0;
        }
        else
        {
            if (this._shake.horizontal)
            {
                this._shake.x = this.game.rnd.frac() * this._shake.intensity * this.view.width * 2 - this._shake.intensity * this.view.width;
            }

            if (this._shake.vertical)
            {
                this._shake.y = this.game.rnd.frac() * this._shake.intensity * this.view.height * 2 - this._shake.intensity * this.view.height;
            }
        }
    },

    /**
     * Internal method that handles tracking a sprite.
     *
     * @method Phaser.Camera#updateTarget
     * @private
     */
    updateTarget: function ()
    {
        this._targetPosition.x = this.view.x + this.target.worldPosition.x;
        this._targetPosition.y = this.view.y + this.target.worldPosition.y;

        if (this.deadzone)
        {
            this._edge = this._targetPosition.x - this.view.x;

            if (this._edge < this.deadzone.left)
            {
                this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.deadzone.left, this.lerp.x);
            }
            else if (this._edge > this.deadzone.right)
            {
                this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.deadzone.right, this.lerp.x);
            }

            this._edge = this._targetPosition.y - this.view.y;

            if (this._edge < this.deadzone.top)
            {
                this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.deadzone.top, this.lerp.y);
            }
            else if (this._edge > this.deadzone.bottom)
            {
                this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.deadzone.bottom, this.lerp.y);
            }
        }
        else
        {
            this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.view.halfWidth, this.lerp.x);
            this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.view.halfHeight, this.lerp.y);
        }

        if (this.bounds)
        {
            this.checkBounds();
        }

        if (this.roundPx)
        {
            this.view.floor();
        }

        this.displayObject.position.x = -this.view.x;
        this.displayObject.position.y = -this.view.y;
    },

    /**
     * Update the Camera bounds to match the game world.
     *
     * @method Phaser.Camera#setBoundsToWorld
     */
    setBoundsToWorld: function ()
    {
        if (this.bounds)
        {
            this.bounds.copyFrom(this.game.world.bounds);
        }
    },

    /**
     * Method called to ensure the camera doesn't venture outside of the game world.
     * Called automatically by Camera.update.
     *
     * @method Phaser.Camera#checkBounds
     * @protected
     */
    checkBounds: function ()
    {
        this.atLimit.x = false;
        this.atLimit.y = false;

        var vx = this.view.x + this._shake.x;
        var vw = this.view.right + this._shake.x;
        var vy = this.view.y + this._shake.y;
        var vh = this.view.bottom + this._shake.y;

        //  Make sure we didn't go outside the cameras bounds
        if (vx <= this.bounds.x * this.scale.x)
        {
            this.atLimit.x = true;
            this.view.x = this.bounds.x * this.scale.x;

            if (!this._shake.shakeBounds)
            {
                //  The camera is up against the bounds, so reset the shake
                this._shake.x = 0;
            }
        }
        else if (vw >= this.bounds.right * this.scale.x)
        {
            this.atLimit.x = true;
            this.view.x = (this.bounds.right * this.scale.x) - this.width;

            if (!this._shake.shakeBounds)
            {
                //  The camera is up against the bounds, so reset the shake
                this._shake.x = 0;
            }
        }

        if (vy <= this.bounds.top * this.scale.y)
        {
            this.atLimit.y = true;
            this.view.y = this.bounds.top * this.scale.y;

            if (!this._shake.shakeBounds)
            {
                //  The camera is up against the bounds, so reset the shake
                this._shake.y = 0;
            }
        }
        else if (vh >= this.bounds.bottom * this.scale.y)
        {
            this.atLimit.y = true;
            this.view.y = (this.bounds.bottom * this.scale.y) - this.height;

            if (!this._shake.shakeBounds)
            {
                //  The camera is up against the bounds, so reset the shake
                this._shake.y = 0;
            }
        }
    },

    /**
     * A helper function to set both the X and Y properties of the camera at once
     * without having to use game.camera.x and game.camera.y.
     *
     * @method Phaser.Camera#setPosition
     * @param {number} x - X position.
     * @param {number} y - Y position.
     */
    setPosition: function (x, y)
    {
        this.view.x = x;
        this.view.y = y;

        if (this.bounds)
        {
            this.checkBounds();
        }
    },

    /**
     * Sets the size of the view rectangle given the width and height in parameters.
     *
     * @method Phaser.Camera#setSize
     * @param {number} width - The desired width.
     * @param {number} height - The desired height.
     */
    setSize: function (width, height)
    {
        this.view.width = width;
        this.view.height = height;
    },

    /**
     * Resets the camera back to 0,0 and un-follows any object it may have been tracking.
     * Also immediately resets any camera effects that may have been running such as
     * shake, flash or fade.
     *
     * @method Phaser.Camera#reset
     */
    reset: function ()
    {
        this.target = null;

        this.view.x = 0;
        this.view.y = 0;

        this._shake.duration = 0;
        this._shake.x = 0;
        this._shake.y = 0;

        this.resetFX();
    },

    /**
     * Resets any active FX, such as a fade or flash and immediately clears it.
     * Useful to calling after a fade in order to remove the fade from the Stage.
     *
     * @method Phaser.Camera#resetFX
     */
    resetFX: function ()
    {
        if (this.fx)
        {
            this.fx.clear();
            this.fx.alpha = 0;
        }

        this._fxDuration = 0;
    }

};

Phaser.Camera.prototype.constructor = Phaser.Camera;

/**
 * The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds.
 * @name Phaser.Camera#x
 * @property {number} x - Gets or sets the cameras x position.
 */
Object.defineProperty(Phaser.Camera.prototype, 'x', {

    get: function ()
    {
        return this.view.x;
    },

    set: function (value)
    {
        this.view.x = value;

        if (this.bounds)
        {
            this.checkBounds();
        }
    }

});

/**
 * The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds.
 * @name Phaser.Camera#y
 * @property {number} y - Gets or sets the cameras y position.
 */
Object.defineProperty(Phaser.Camera.prototype, 'y', {

    get: function ()
    {
        return this.view.y;
    },

    set: function (value)
    {
        this.view.y = value;

        if (this.bounds)
        {
            this.checkBounds();
        }
    }

});

/**
 * The Cameras position. This value is automatically clamped if it falls outside of the World bounds.
 * @name Phaser.Camera#position
 * @property {Phaser.Point} position - Gets or sets the cameras xy position using Phaser.Point object.
 */
Object.defineProperty(Phaser.Camera.prototype, 'position', {

    get: function ()
    {
        this._position.set(this.view.x, this.view.y);

        return this._position;
    },

    set: function (value)
    {
        if (typeof value.x !== 'undefined') { this.view.x = value.x; }
        if (typeof value.y !== 'undefined') { this.view.y = value.y; }

        if (this.bounds)
        {
            this.checkBounds();
        }
    }

});

/**
 * The Cameras width. By default this is the same as the Game size and should not be adjusted for now.
 * @name Phaser.Camera#width
 * @property {number} width - Gets or sets the cameras width.
 */
Object.defineProperty(Phaser.Camera.prototype, 'width', {

    get: function ()
    {
        return this.view.width;
    },

    set: function (value)
    {
        this.view.width = value;
    }

});

/**
 * The Cameras height. By default this is the same as the Game size and should not be adjusted for now.
 * @name Phaser.Camera#height
 * @property {number} height - Gets or sets the cameras height.
 */
Object.defineProperty(Phaser.Camera.prototype, 'height', {

    get: function ()
    {
        return this.view.height;
    },

    set: function (value)
    {
        this.view.height = value;
    }

});

/**
 * The Cameras shake intensity.
 * @name Phaser.Camera#shakeIntensity
 * @property {number} shakeIntensity - Gets or sets the cameras shake intensity.
 */
Object.defineProperty(Phaser.Camera.prototype, 'shakeIntensity', {

    get: function ()
    {
        return this._shake.intensity;
    },

    set: function (value)
    {
        this._shake.intensity = value;
    }

});

/**
 * Immobile {@link #view} rectangle. Its top-left is always (0, 0). You can use this align fixedToCamera objects.
 * @name Phaser.Camera#fixedView
 * @property {Phaser.Rectangle} fixedView
 * @readonly
 */
Object.defineProperty(Phaser.Camera.prototype, 'fixedView', {

    get: function ()
    {
        this._fixedView.setTo(0, 0, this.view.width, this.view.height);

        return this._fixedView;
    }

});

/**
 * The x position of the center of the Camera's viewport, relative to the top-left of the game canvas.
 * @name Phaser.Camera#centerX
 * @property {number} centerX
 * @readonly
 */
Object.defineProperty(Phaser.Camera.prototype, 'centerX', {

    get: function ()
    {
        return (this.x + (0.5 * this.width));
    }

});

/**
 * The y position of the center of the Camera's viewport, relative to the top-left of the game canvas.
 * @name Phaser.Camera#centerY
 * @property {number} centerY
 * @readonly
 */
Object.defineProperty(Phaser.Camera.prototype, 'centerY', {

    get: function ()
    {
        return (this.y + (0.5 * this.height));
    }

});
